Difference between revisions of "Map file"
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files are certain [[Level Files]] located in a mission's level folder. These control all the major properties of a the level. All of these can either be opened using a [[Hex-Editing Program]] or more preferably using the [[RRU Level Editor]] or the [[Map Tool]]. In the base game files they are often paired with [[.BLX file]]s (which are possible leftovers from the [[Rock Raiders Beta]], which are not necessary to run the map). | files are certain [[Level Files]] located in a mission's level folder. These control all the major properties of a the level. All of these can either be opened using a [[Hex-Editing Program]] or more preferably using the [[RRU Level Editor]] or the [[Map Tool]]. In the base game files they are often paired with [[.BLX file]]s (which are possible leftovers from the [[Rock Raiders Beta]], which are not necessary to run the map). | ||
Map files are encoded in '''Hexadecimal Code'''. Every different kind of square in the level is designated a specific number in a specific map file. | |||
== | ==Map types== | ||
Nine different map types are used in ''LEGO Rock Raiders''. Though they all use the same encoding, which type they're marked as will determine how they are used in a level. Because of this, not every level uses all map types, and some are used rarely by default. Every level at minimum requires a Predug, Surface, and Terrain map to function without crashing the game. | |||
=== Block Pointers Map === | |||
The '''Block Pointers map''', usually found as <tt>tuto.map</tt>, is the map file type that designates the locations of tutorial blocks. | |||
Tutorial blocks are markers or flags that are used in a level in cooperation with its [[NPL file]]. Depending on the objective scripting, flags can be used for a wide variety of functions, such as checking whether blocks are exposed or have been crossed, moving the camera to a specific location at a certain time, or pointing to a wall or floor block that the player needs to interact with. In special cases, it also tells a [[monster]] where to travel, and can trigger a scripting function if they stop at a certain flag. | |||
<code>00 00</code> | Block Pointers map files <!--are all given different numbers in sequence-->can use any values between <code>01 00</code> and <code>FF 00</code> ''in sequence''{{Verify}}<!--does it crash if they're out of sequence?--> to designate tutorial blocks. Values of <code>00 00</code> are taken as null. | ||
<code> | |||
=== CryOre map === | === CryOre map === | ||
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CryOre map files use only the following values: | CryOre map files use only the following values: | ||
* <code>00 00</code> - | * <code>00 00</code> - None | ||
* <code>01 00</code>, <code>03 00</code> - | * <code>01 00</code>, <code>03 00</code> - One Energy Crystal | ||
* <code>02 00</code>, <code>04 00</code> - | * <code>02 00</code>, <code>04 00</code> - One Ore | ||
* <code>05 00</code>, <code>07 00</code> - | * <code>05 00</code>, <code>07 00</code> - Three Energy Crystals | ||
* <code>06 00</code>, <code>08 00</code> - | * <code>06 00</code>, <code>08 00</code> - Three Ore | ||
* <code>09 00</code>, <code>0B 00</code> - | * <code>09 00</code>, <code>0B 00</code> - Five Energy Crystals | ||
* <code>0A 00</code>, <code>0C 00</code> | * <code>0A 00</code>, <code>0C 00</code> - Five Ore | ||
* <code>0D 00</code>, <code> | * <code>0D 00</code>, <code>0F 00</code> - Ten Energy Crystals | ||
* <code>0E 00</code>, <code> | * <code>0E 00</code>, <code>10 00</code> - Ten Ore | ||
* <code>11 00</code>, <code> | * <code>11 00</code>, <code>13 00</code> - Twenty-Five Energy Crystals | ||
* <code>12 00</code>, <code> | * <code>12 00</code>, <code>14 00</code> - Twenty-Five Ore | ||
Values of <code>15 00</code> and higher will cause the game to crash when exposed. Odd values will cause the Energy Crystal notification message the instance the game freezes. | |||
=== Emerge map === | === Emerge map === | ||
The '''Emerge map''', usually found as <tt>emrg.map</tt>, is the map file type that designates the locations of | The '''Emerge map''', usually found as <tt>emrg.map</tt>, is the map file type that designates the locations of trigger points and emerge points for [[monsters]]. All the trigger points of an identical value are tied to all the emerge points of the value one above that of the trigger point. When a [[The Rock Raider|Rock Raider]] walks or drives over a trigger point, a monster will emerge from the emerge point tied to that trigger. | ||
The emerge point must be on a [[rock types|wall]] defined in the [[terrain map]], can be any wall type except for Solid Rock, and can't be on a corner or have water or lava directly in front of it (even if the designated monster can cross water or lava). If all the walls located on an emerge points of the same number are mined, [[reinforced wall|reinforced]], or made into corners via collapsing walls next to them, the trigger point will cease to function. Conversely, a hidden wall that becomes exposed will cause a non-functioning trigger point to start functioning. | |||
<code>01 00 and | Like the Block Pointers map, every emerge block is given a different value in sequential order. Unlike the Block Pointers map, however, the values go up in increments of six instead of one, so that, for example, <code>02 00</code> and its trigger <code>01 00</code> are the first emerge in the map, but <code>08 00</code> and its trigger <code>07 00</code> will be the second, instead of <code>04 00</code> and <code>03 00</code>. | ||
<code>02 00 and higher in increments of 6</code> - | Therefore, Emerge map files use the following values: | ||
* <code>00 00</code> - No Emerging on this block | |||
* <code>01 00 and higher in increments of 6</code> - Trigger on this block | |||
* <code>02 00 and higher in increments of 6</code> - Emerging on this block | |||
=== Erode Map === | === Erode Map === | ||
{{Main|Erosion}} | {{Main|Erosion}} | ||
The '''Erode map''', usually found as <tt>erod.map</tt>, is the map file that designates the locations of eroding lava and erosion paths. Like the | The '''Erode map''', usually found as <tt>erod.map</tt>, is the map file that designates the locations of eroding lava and erosion paths. Like the Fallin map, higher values represent more dangerous erosion. | ||
Erode map files use only the following values: | Erode map files use only the following values: | ||
* <code>00 00</code> - | * <code>00 00</code> - No erosion | ||
* <code>01 00</code>, <code>03 00</code>, <code>05 00</code>, <code>07 00</code>, <code>09 00</code> - | * <code>01 00</code>, <code>03 00</code>, <code>05 00</code>, <code>07 00</code>, <code>09 00</code> - Blocks that only erode on a space adjacent to lava, with <code>09 00</code> eroding the fastest and <code>01 00</code> eroding the slowest | ||
* <code>02 00</code>, <code>04 00</code>, <code>06 00</code>, <code>08 00</code>, <code>0A 00</code> - | * <code>02 00</code>, <code>04 00</code>, <code>06 00</code>, <code>08 00</code>, <code>0A 00</code> - Blocks that begin eroding at the start of the mission, regardless of whether they are next to [[lava]] or not, with <code>0A 00</code> eroding the fastest and <code>02 00</code> eroding the slowest | ||
Odd numbers <code>0B 00</code> and higher have no effect. Even numbers <code>0C 00</code> and higher cause the erosion to progress backwards into the unused first stage, which it remains at until repaired. | Odd numbers <code>0B 00</code> and higher have no effect. Even numbers <code>0C 00</code> and higher cause the erosion to progress backwards into the unused first stage, which it remains at until repaired. | ||
== Fallin Map == | === Fallin Map === | ||
The ''' | The '''Fallin map''', usually found as <tt>fall.map</tt>, is the map file type that designates the locations of [[cave-ins]]. Like the [[Erode map]], higher values represent more dangerous or unstable cave-ins. | ||
Fallin map files use only the following values{{Verify}}: | |||
* <code>00 00</code> - No cave-ins | |||
* <code>01 00</code>, <code>02 00</code>, <code>03 00</code>, <code>04 00</code>, <code>05 00</code>, <code>06 00</code>, <code>07 00</code>, <code>08 00</code> - Cave-ins, with <code>01 00</code> being least dangerous and <code>08 00</code> being most dangerous | |||
< | === Path Map === | ||
The '''Path map''', usually found as <tt>path.map</tt>, is the map file type that designates the locations of [[Power Paths]] and [[rubble]]. | |||
<code> | Path map files use only the following values: | ||
* <code>00 00</code> - No Power Paths or rubble | |||
* <code>01 00</code> - Rubble | |||
* <code>02 00</code> - Power Path | |||
== | === Predug Map === | ||
The ''' | The '''Predug map''', usually found as <tt>dugg.map</tt>, is the map file type that designates whether blocks are walls or cavern terrain, whether a cavern is exposed or [[undiscovered cavern|hidden]], and the locations of [[Slimy Slug hole]]s. | ||
Predug map files use only the following values: | |||
* <code>00 00</code> - Wall | |||
* <code>01 00</code> - Exposed cavern | |||
* <code>02 00</code> - Hidden cavern | |||
* <code>03 00</code> - Slimy Slug hole | |||
* <code>04 00</code> - Hidden Slimy Slug hole | |||
< | === Surface map === | ||
The '''Surface map''', usually found as <tt>high.map</tt> (and therefore often called the '''height map'''), is the map file type that designates the height of the [[terrain types|terrain]] at each block in a level. Like the Erode map, higher values cause higher increments - in this case, the height of the northwest corner of a specific block<!--THIS SENTENCE NEEDS REWORDING-->. The exact difference between incremental height values is determined by each level's <tt>RoughLevel</tt> code, which by default is <tt>6</tt> in all levels. As the depth from the ground to the ceiling is a total of <tt>80</tt> in the unmodified game, 13 height units will nearly reach the ceiling{{verify}}. | |||
<code> | Surface map files can use any values between <code>00 00</code> and <code>FF 00</code>, with the former being the lowest possible terrain and the latter being the highest possible. Most custom map tools only allow heights between <code>00 00</code>and <code>2F 00</code>, though manual hex editing allows for far greater values to be set. Such extreme height differences may cause mobile units and the game camera to move unusually. If the height difference is very sudden, sharp hills may disappear and be seen as fog holes in the ground and ceiling in eye and shoulder view, and moving the camera across such hills in top view can cause parts of low ground to disappear as they end up out of draw distance. | ||
<code> | |||
<code>00 00</code> | |||
<code> | |||
=== Terrain map === | === Terrain map === | ||
The '''Terrain map''', usually found as <tt>surf.map</tt> (not to be confused with the Surface map, which controls floor height), is the map file type that designates the locations of various [[rock types|walls]], as well as [[ground]], [[water]], and [[lava]]. The [[LEGO Rock Raiders (PlayStation game)|PlayStation version]] of the game also uses Terrain maps, found as <tt>terrain.map</tt> | The '''Terrain map''', usually found as <tt>surf.map</tt> (not to be confused with the Surface map, which controls floor height), is the map file type that designates the locations of various [[rock types|walls]], as well as [[ground]], [[water]], and [[lava]]. The [[LEGO Rock Raiders (PlayStation game)|PlayStation version]] of the game also uses Terrain maps, found as <tt>terrain.map</tt>. | ||
Terrain map files use only the following values: | Terrain map files in the Windows PC version use only the following values: | ||
* <code>00 00</code> - | * <code>00 00</code> - Null | ||
* <code>01 00</code> - | * <code>01 00</code> - [[Solid Rock]] | ||
* <code>02 00</code> - | * <code>02 00</code> - [[Hard Rock]] | ||
* <code>03 00</code> - | * <code>03 00</code> - [[Loose Rock]] | ||
* <code>04 00</code> - | * <code>04 00</code> - [[Dirt]] | ||
* <code>05 00</code> - | * <code>05 00</code> - Dirt, was most likely planned to be the unused [[Soil]] | ||
* <code>06 00</code> - | * <code>06 00</code> - [[Lava]] | ||
* <code>07 00</code> - | * <code>07 00</code> - An unused form of water that displays as a blue sheet floating at the top of the wall. Empty tiles next to it will cause it to sink down to the ground, though it seems to behave differently in eye and shoulder view. It was possibly meant for some sort of flooding mechanic. | ||
* <code>08 00</code> - | * <code>08 00</code> - [[Ore Seam]] | ||
* <code>09 00</code> - | * <code>09 00</code> - [[Water]] | ||
* <code>0A 00</code> - | * <code>0A 00</code> - [[Energy Crystal Seam]] | ||
* <code>0B 00</code> - | * <code>0B 00</code> - [[Recharge Seam]] | ||
Note that none of the values actually correspond to ground, as a Predug map value of <code>01 00</code> (exposed) or <code>02 00</code> (hidden) is what actually determines caverns, while any Terrain map value except for <code>06 00</code>, <code>07 00</code>{{verify}}, and <code>09 00</code> will default to ground when marked as such. Most default maps use Dirt <code>04 00</code> everywhere that ground is designated; however, custom map tools tend to mark <code>00 00</code> where ground is designated. | |||
The following values are not used in map files and do not present correctly in levels (showing as ground stretching up to the ceiling and acting like a wall that can't be drilled but can cause landslides and emerges), but are used in the [[Radar panel]]: | |||
* <code>0C 00</code> - Rubble | |||
* <code>0D 00</code> - Reinforced Wall | |||
* <code>0E 00</code> - Power Path | |||
* <code>0F 00</code> - Slimy Slug Hole | |||
* <code>10 00</code> - Undiscovered Cavern | |||
* <code>11 00</code> - Cavern Floor | |||
Values of <code>12 00</code> and higher will crash the game when moused over. | |||
Terrain map files in the PlayStation version use only the following values: | |||
* <code>01 00</code> - Ground | |||
* <code>02 00</code> - Dirt | |||
* <code>03 00</code> - Loose Rock | |||
* <code>04 00</code> - Hard Rock | |||
* <code>05 00</code> - Solid Rock | |||
* <code>06 00</code> - Lava | |||
* <code>07 00</code> - Water | |||
[[Category:LEGO Rock Raiders file formats]] | [[Category:LEGO Rock Raiders file formats]] |
Revision as of 23:53, 15 September 2017
This article is an unfinished work in progress or contains transferred information that needs to be rewritten or reformatted to fit our standards. Please excuse the mess and do not mark for deletion.
To do: HEAVY rewriting needed
The Map file format files are certain Level Files located in a mission's level folder. These control all the major properties of a the level. All of these can either be opened using a Hex-Editing Program or more preferably using the RRU Level Editor or the Map Tool. In the base game files they are often paired with .BLX files (which are possible leftovers from the Rock Raiders Beta, which are not necessary to run the map).
Map files are encoded in Hexadecimal Code. Every different kind of square in the level is designated a specific number in a specific map file.
Map types
Nine different map types are used in LEGO Rock Raiders. Though they all use the same encoding, which type they're marked as will determine how they are used in a level. Because of this, not every level uses all map types, and some are used rarely by default. Every level at minimum requires a Predug, Surface, and Terrain map to function without crashing the game.
Block Pointers Map
The Block Pointers map, usually found as tuto.map, is the map file type that designates the locations of tutorial blocks.
Tutorial blocks are markers or flags that are used in a level in cooperation with its NPL file. Depending on the objective scripting, flags can be used for a wide variety of functions, such as checking whether blocks are exposed or have been crossed, moving the camera to a specific location at a certain time, or pointing to a wall or floor block that the player needs to interact with. In special cases, it also tells a monster where to travel, and can trigger a scripting function if they stop at a certain flag.
Block Pointers map files can use any values between 01 00
and FF 00
in sequence[verify] to designate tutorial blocks. Values of 00 00
are taken as null.
CryOre map
The CryOre map, usually found as cror.map, is the map file type that designates the locations and amounts of Energy Crystals and Ore in a level (hence the name Crystals and Ore). Note that this only applies to materials found in walls defined in the terrain map; materials found lying around in open caverns are defined in the Object List, and Ore dug up out of rubble is defined in the PTL file.
CryOre map files use only the following values:
00 00
- None01 00
,03 00
- One Energy Crystal02 00
,04 00
- One Ore05 00
,07 00
- Three Energy Crystals06 00
,08 00
- Three Ore09 00
,0B 00
- Five Energy Crystals0A 00
,0C 00
- Five Ore0D 00
,0F 00
- Ten Energy Crystals0E 00
,10 00
- Ten Ore11 00
,13 00
- Twenty-Five Energy Crystals12 00
,14 00
- Twenty-Five Ore
Values of 15 00
and higher will cause the game to crash when exposed. Odd values will cause the Energy Crystal notification message the instance the game freezes.
Emerge map
The Emerge map, usually found as emrg.map, is the map file type that designates the locations of trigger points and emerge points for monsters. All the trigger points of an identical value are tied to all the emerge points of the value one above that of the trigger point. When a Rock Raider walks or drives over a trigger point, a monster will emerge from the emerge point tied to that trigger.
The emerge point must be on a wall defined in the terrain map, can be any wall type except for Solid Rock, and can't be on a corner or have water or lava directly in front of it (even if the designated monster can cross water or lava). If all the walls located on an emerge points of the same number are mined, reinforced, or made into corners via collapsing walls next to them, the trigger point will cease to function. Conversely, a hidden wall that becomes exposed will cause a non-functioning trigger point to start functioning.
Like the Block Pointers map, every emerge block is given a different value in sequential order. Unlike the Block Pointers map, however, the values go up in increments of six instead of one, so that, for example, 02 00
and its trigger 01 00
are the first emerge in the map, but 08 00
and its trigger 07 00
will be the second, instead of 04 00
and 03 00
.
Therefore, Emerge map files use the following values:
00 00
- No Emerging on this block01 00 and higher in increments of 6
- Trigger on this block02 00 and higher in increments of 6
- Emerging on this block
Erode Map
- Main article: Erosion
The Erode map, usually found as erod.map, is the map file that designates the locations of eroding lava and erosion paths. Like the Fallin map, higher values represent more dangerous erosion.
Erode map files use only the following values:
00 00
- No erosion01 00
,03 00
,05 00
,07 00
,09 00
- Blocks that only erode on a space adjacent to lava, with09 00
eroding the fastest and01 00
eroding the slowest02 00
,04 00
,06 00
,08 00
,0A 00
- Blocks that begin eroding at the start of the mission, regardless of whether they are next to lava or not, with0A 00
eroding the fastest and02 00
eroding the slowest
Odd numbers 0B 00
and higher have no effect. Even numbers 0C 00
and higher cause the erosion to progress backwards into the unused first stage, which it remains at until repaired.
Fallin Map
The Fallin map, usually found as fall.map, is the map file type that designates the locations of cave-ins. Like the Erode map, higher values represent more dangerous or unstable cave-ins.
Fallin map files use only the following values[verify]:
00 00
- No cave-ins01 00
,02 00
,03 00
,04 00
,05 00
,06 00
,07 00
,08 00
- Cave-ins, with01 00
being least dangerous and08 00
being most dangerous
Path Map
The Path map, usually found as path.map, is the map file type that designates the locations of Power Paths and rubble.
Path map files use only the following values:
00 00
- No Power Paths or rubble01 00
- Rubble02 00
- Power Path
Predug Map
The Predug map, usually found as dugg.map, is the map file type that designates whether blocks are walls or cavern terrain, whether a cavern is exposed or hidden, and the locations of Slimy Slug holes.
Predug map files use only the following values:
00 00
- Wall01 00
- Exposed cavern02 00
- Hidden cavern03 00
- Slimy Slug hole04 00
- Hidden Slimy Slug hole
Surface map
The Surface map, usually found as high.map (and therefore often called the height map), is the map file type that designates the height of the terrain at each block in a level. Like the Erode map, higher values cause higher increments - in this case, the height of the northwest corner of a specific block. The exact difference between incremental height values is determined by each level's RoughLevel code, which by default is 6 in all levels. As the depth from the ground to the ceiling is a total of 80 in the unmodified game, 13 height units will nearly reach the ceiling[verify].
Surface map files can use any values between 00 00
and FF 00
, with the former being the lowest possible terrain and the latter being the highest possible. Most custom map tools only allow heights between 00 00
and 2F 00
, though manual hex editing allows for far greater values to be set. Such extreme height differences may cause mobile units and the game camera to move unusually. If the height difference is very sudden, sharp hills may disappear and be seen as fog holes in the ground and ceiling in eye and shoulder view, and moving the camera across such hills in top view can cause parts of low ground to disappear as they end up out of draw distance.
Terrain map
The Terrain map, usually found as surf.map (not to be confused with the Surface map, which controls floor height), is the map file type that designates the locations of various walls, as well as ground, water, and lava. The PlayStation version of the game also uses Terrain maps, found as terrain.map.
Terrain map files in the Windows PC version use only the following values:
00 00
- Null01 00
- Solid Rock02 00
- Hard Rock03 00
- Loose Rock04 00
- Dirt05 00
- Dirt, was most likely planned to be the unused Soil06 00
- Lava07 00
- An unused form of water that displays as a blue sheet floating at the top of the wall. Empty tiles next to it will cause it to sink down to the ground, though it seems to behave differently in eye and shoulder view. It was possibly meant for some sort of flooding mechanic.08 00
- Ore Seam09 00
- Water0A 00
- Energy Crystal Seam0B 00
- Recharge Seam
Note that none of the values actually correspond to ground, as a Predug map value of 01 00
(exposed) or 02 00
(hidden) is what actually determines caverns, while any Terrain map value except for 06 00
, 07 00
[verify], and 09 00
will default to ground when marked as such. Most default maps use Dirt 04 00
everywhere that ground is designated; however, custom map tools tend to mark 00 00
where ground is designated.
The following values are not used in map files and do not present correctly in levels (showing as ground stretching up to the ceiling and acting like a wall that can't be drilled but can cause landslides and emerges), but are used in the Radar panel:
0C 00
- Rubble0D 00
- Reinforced Wall0E 00
- Power Path0F 00
- Slimy Slug Hole10 00
- Undiscovered Cavern11 00
- Cavern Floor
Values of 12 00
and higher will crash the game when moused over.
Terrain map files in the PlayStation version use only the following values:
01 00
- Ground02 00
- Dirt03 00
- Loose Rock04 00
- Hard Rock05 00
- Solid Rock06 00
- Lava07 00
- Water